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Wall Texture Low Resolution

Posted: Fri Feb 08, 2013 1:19 am
by rjz7584
Hello all. I wanted to make a wall with a window cut into it for a tower. Outside the window I just wanted a few stars. This seemed simple enough.

I took the original stone wall model and, in Blender, (with various failures at first) managed to create a small depression where the stars would "sit". I modified the original texture to cut a similar hole in the wall and painted it black. Then I added some stars. I changed the specularMap the same way.

First the stars didn't work. They appeared on the back on the wall, not the front. Got that sorted. What is now bothering me is that the stars look terrible. As does the rest of the texture.

Here you can see the original texture, in GIMP.
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Here you can see the spec_map, in GIMP.
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Now here is what the wall looks like in game.
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And finally, one wall over so you can see what "normal" walls look like.
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I've used the toolkit (where it looks fine, by the way) to recalculate tangents and normals. It also looks (mostly) fine in blender. (It's a different issue)
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Not concerned about that right now. That yucky star pattern is way more noticeable.

Is there something else I'm missing? Something I neglected? Sadly the tutorial with the ice lizard just changed a color rather then going through how to create a whole new texture, which is basically what I'm doing? It's probably something simple.

Thanks for any help!

Re: Wall Texture Low Resolution

Posted: Fri Feb 08, 2013 12:20 pm
by Skuggasveinn
Hi, see this is your first post, so welcome to the forums.

Materials for Grimrock are made up of 3 things, dif, spec and normal. I see that you have edited the dif and spec, but what did you do with the normal map ?

also, I personally wouldn't do this in they way your are trying, what I would do is to leave the original dungeon wall texture untouched, and simply have the "star area" of the wall as another object node (take a look at some of the original models like alcoves with the GMT, they have many nodes, and a different texture assigned to every node). Its easy in blender to separate the star area, in edit mode you select the faces of the star area and press "P" , then choose separate selection.

That gives you two objects, one is the wall with the default wall texture, the other is your star area with your star texture, that also opens up the possibility to have the star area texture bigger (since its inside the wall texture now, you are limiting its size). you can with easy make it 512x512 or even 1024x1024 just for the star area alone.

just remember to use the assimp importer in the GMT and correct export settings in blender when you export to OBJ

This is the settings I use (and have given my good results so far)
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Hope that helps, if not just ask again ;)

Skuggasveinn.

Re: Wall Texture Low Resolution

Posted: Fri Feb 08, 2013 9:29 pm
by rjz7584
Thank you for getting back to me. Now you can hear… the rest of the story.

I was sure I had exported as you suggested because I watched a tutorial on youtube that broke a pillar apart and saved it back into the game. Within, he suggested those same settings and I'm pretty good at details like that.

But to do the due diligence I thought, "let's install Grimrock on the PC". Normally I use my Mac for everything but as the toolkit only runs on windows (boo hiss! :D ) I busted it out to do that part.

So I did the whole thing again: import to blender. Check texture files. Export to obj. Check options. Import to- you know the drill.

Anyway, putting the dungeon on the PC side (made me realize how much better a video card it has then my Mac) showed that it looked perfect!
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I can now tone down the stars again, I guess. I kept making them move obvious when they weren't showing, i.e. when they were on the back of the wall not the front.

So I thought maybe I had missed something in saving it all those times and copied that same .model file back to my Mac.

AND IT SHOWED LIKE CRAP.
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You can see the difference in rendering, but look past that- the texture to the right and left of that wall on the Mac looks different. The texture to the right and the left on the PC looks exactly the same.

Conclusion- Buh?

In any case, I guess I won't spend any more time trying to deduce what is making it do that, as obviously it's not under my control anyway.

I will keep what you said in mind about future retexturing though, it does sound easier.

Again, thanks for the reply, I'll test out my dungeon some more and probably release it soon.

Re: Wall Texture Low Resolution

Posted: Fri Feb 08, 2013 11:18 pm
by msyblade
On a side note, the tutorial you watched, was done by the gentlemen that answered your query! :lol:

Say hi to Skuggasveinn :) And welcome to the forums!